/Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h
Rename an asset that is already loaded. Equivalent to a Move operation. Will try to checkout the file.
True if the operation succeeds.
bool RenameLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )